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rust-bevy-state-flow

rust-bevy-state-flow

Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions. Use when adding reusable Bevy game state management, debugging duplicated entities after transitions, or separating menu, loading, playing, paused, and game-over logic.

Independent GitHub snapshot · Automated classification · Original documentation governs

Skill 문서

GitHub

name: rust-bevy-state-flow description: Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions. Use when adding reusable Bevy game state management, debugging duplicated entities after transitions, or separating menu, loading, playing, paused, and game-over logic. license: MIT compatibility: Codex, Claude Code, and other Agent Skills-compatible clients. metadata: version: "0.1.0" displayName: Rust Bevy State Flow category: Rust tags: rust,bevy,gamedev,state-management,plugins

Rust Bevy State Flow

Use this skill to make Bevy states explicit and reusable. State flow should describe when systems run, what is created on entry, and what is cleaned up on exit.

Core Workflow

  1. Name the user-visible game phases before adding systems.
  2. Represent phases with an AppState or feature-specific state enum.
  3. Put setup in OnEnter, cleanup in OnExit, and gameplay in state-filtered update schedules.
  4. Mark state-owned entities with cleanup components.
  5. Keep transitions event-driven or command-driven, not hidden in rendering systems.
  6. Test repeated transitions to catch duplicate entities and stale resources.

Read Next

TaskLoad
Add a menu, pause, loading, or game-over stateguidelines.md, workflows/add-state-flow.md
Review Bevy plugins and state-scoped systemsreferences/state-flow-patterns.md
Debug transition leaksguidelines.md, references/state-flow-patterns.md

Source Notes

Guidance is transformed and paraphrased from Herbert Wolverson, Advanced Hands-On Rust, especially Chapter 5 on reusable game state management. Examples are original skeletons adapted for modern Bevy patterns.

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